KO-FOX'TA REKLAM VERİN · SUNUCUNUZU BİNLERCE KNIGHT ONLINE OYUNCUSUNA DUYURUN
HOŞ GELDİNİZ! KO-FOX | TÜRKİYE'NİN KNIGHT ONLINE TOPLULUĞUNA ÜCRETSİZ KATILIN →
  • Bugün, 02:19:17
    Konu Sahibi #1
    Yeni Üye
    Belirtilmemiş
    • Kayıt
      Ekim 2026
    • Mesajlar
      21
    • Beğeniler
      1
    • Durum
      Çevrimdışı

    Herkese Merhaba Knight Online Genei Sistem kaynak kodlarını paylaşıyorum

    struct _GENIE_DATA
    
    
    
    {
    
    uint16 SkillCount;
    
    uint32 SkillData[23];
    
    
    
    bool AttackMode; // Attack Mode
    
    bool RecoveryMode; // Recovery Mode
    
    
    
    
    
    uint8 SkillRecoveryPercent; // User recovery skill at %%
    
    uint8 AttackRange; // Attack range
    
    uint8 ActivitiesRange; // Range of activities
    
    
    
    
    
    bool HpRecovery; // HP Recovery On/Off
    
    uint8 HpPotionPercent; // at %% consume potion
    
    
    
    
    
    bool MpRecovery; // Mp Recovery On/Off
    
    uint8 MpPotionPercent; // at %% consume potion
    
    
    
    
    
    bool PetPotionRecovery; // Pet Recovery On/Off
    
    uint8 PetPotionPercent; // at %% consume potion
    
    
    
    
    
    bool AutomaticSkillParty; // Set the automatic use of 2nd skill
    
    
    
    bool PartyNumber[12]; // Party Number
    
    
    
    
    
    /*
    
    1 - Return to town when Item is lower then % HP Recovery
    
    2 - Return to town when Item is lower then % MP Recovery
    
    3 - When there's not enough arrows you will be returned to town (only for Rogues)
    
    4 - When the party breaks up you will be returned to town
    
    5 - When you are the only survivor of the party, you'll be moved to town
    
    6 - When the weapon durability is 0 you'll be moved to town
    
    7 - With the magic hammer, you will be able to repair weapons with the durability of 100
    
    8 - When Knight Genie point is 1, automatically use the Genie Spirit (When Genie Spirit is present)
    
    9 - Automatically feed when Familiar's hunger level is 5
    
    */
    
    bool Options[9];
    
    
    
    
    
    uint8 ReturnHPTownPercent; // Return to town when Item is lower then % HP Recovery
    
    uint8 ReturnMPTownPercent; // Return to town when Item is lower then % MP Recovery
    
    
    
    
    
    _GENIE_DATA()
    
    {
    
    for (int i = 0; i < 23; i++)
    
    SkillData = 0;
    
    
    
    
    
    SkillCount = 0;
    
    AttackMode = false;
    
    RecoveryMode = false;
    
    SkillRecoveryPercent = 0;
    
    AttackRange = 0;
    
    ActivitiesRange = 0;
    
    HpRecovery = false;
    
    HpPotionPercent = 0;
    
    MpRecovery = false;
    
    MpPotionPercent = 0;
    
    PetPotionRecovery = false;
    
    PetPotionPercent = 0;
    
    AutomaticSkillParty = false;
    
    
    
    
    
    for (int i = 0; i < 12; i++)
    
    PartyNumber = false;
    
    
    
    
    
    for (int i = 0; i < 9; i++)
    
    Options = false;
    
    
    
    
    
    ReturnHPTownPercent = 0;
    
    ReturnMPTownPercent = 0;
    
    }
    
    };
    
    
    
    
    
    void CUser::LoadGenieData()
    
    {
    
    Packet result(WIZ_GENIE, uint8(1));
    
    result << uint8(2);
    
    
    
    
    
    result << GenieData.SkillCount;
    
    for (int i = 0; i < GenieData.SkillCount; i++)
    
    result << GenieData.SkillData;
    
    
    
    
    
    result << uint16(35); // Sabit
    
    
    
    
    
    result << GenieData.AttackMode
    
    << GenieData.RecoveryMode
    
    << GenieData.SkillRecoveryPercent
    
    << GenieData.AttackRange
    
    << GenieData.ActivitiesRange
    
    << GenieData.HpRecovery
    
    << GenieData.HpPotionPercent
    
    << GenieData.MpRecovery
    
    << GenieData.MpPotionPercent
    
    << GenieData.PetPotionRecovery
    
    << GenieData.PetPotionPercent
    
    << GenieData.AutomaticSkillParty;
    
    
    
    
    
    for (int i = 0; i < 12; i++)
    
    result << GenieData.PartyNumber;
    
    
    
    
    
    for (int i = 0; i < 9; i++)
    
    {
    
    result << GenieData.Options;
    
    
    
    if (i == 0) result << GenieData.ReturnHPTownPercent;
    
    if (i == 1) result << GenieData.ReturnMPTownPercent;
    
    }
    
    
    
    Send(&result);
    
    
    
    
    
    /*
    
    result << uint16(3) // Count
    
    << uint8(0x1D)
    
    << uint8(0x8C)
    
    << uint8(0x81)
    
    << uint8(0)
    
    << uint8(0x5D)
    
    << uint8(0xCE)
    
    << uint8(0x90)
    
    << uint8(0)
    
    << uint8(0xA2)
    
    << uint8(0x10)
    
    << uint8(0xA0)
    
    << uint8(0)
    
    << uint16(0x23) // Count alt taraf için toplam byte adeti
    
    << uint8(0) // Attack Mode
    
    << uint8(0) // Recovery Mode
    
    << uint8(0x1E) // User recovery skill at %%
    
    << uint8(0x46) // Attack range
    
    << uint8(0x32) // Range of activities
    
    << uint8(0) // HP Recovery On/Off
    
    << uint8(60) // at %% consume potion
    
    << uint8(0) // Mp Recovery On/Off
    
    << uint8(61) // at %% consume potion
    
    << uint8(0) // Pet Recovery On/Off
    
    << uint8(62) // at %% consume potion
    
    << uint8(1) // Set the automatic use of 2nd skill
    
    << uint8(1) // Party Number 1
    
    << uint8(1) // Party Number 2
    
    << uint8(1) // Party Number 3
    
    << uint8(1) // Party Number 4
    
    << uint8(1) // Party Number 5
    
    << uint8(1) // Party Number 6
    
    << uint8(1) // Party Number 7
    
    << uint8(1) // Party Number 8
    
    << uint8(1) // Party Number 9
    
    << uint8(1) // Party Number 10
    
    << uint8(1) // Party Number 11
    
    << uint8(1) // Party Number 12
    
    << uint8(1) // Return to town when Item is lower then % HP Recovery
    
    << uint8(0x0A) // Üsttekinin değeri
    
    << uint8(1) // Return to town when Item is lower then % MP Recovery
    
    << uint8(0x10) // Üsttekinin değeri
    
    << uint8(1) // When there's not enough arrows you will be returned to town (only for Rogues)
    
    << uint8(1) // When the party breaks up you will be returned to town
    
    << uint8(1) // When you are the only survivor of the party, you'll be moved to town
    
    << uint8(1) // When the weapon durability is 0 you'll be moved to town
    
    << uint8(1) // With the magic hammer, you will be able to repair weapons with the durability of 100
    
    << uint8(1) // When Knight Genie point is 1, automatically use the Genie Spirit (When Genie Spirit is present)
    
    << uint8(1); // Automatically feed when Familiar's hunger level is 5
    
    */
    
    }
    
    
    
    void CUser::SaveGenieData(Packet & pkt)
    
    {
    
    pkt >> GenieData.SkillCount;
    
    
    
    for (int i = 0; i < GenieData.SkillCount; i++)
    
    pkt >> GenieData.SkillData;
    
    
    
    
    
    uint16 TotalCount = 0;
    
    pkt >> TotalCount;
    
    
    
    
    
    pkt >> GenieData.AttackMode
    
    >> GenieData.RecoveryMode
    
    >> GenieData.SkillRecoveryPercent
    
    >> GenieData.AttackRange
    
    >> GenieData.ActivitiesRange
    
    >> GenieData.HpRecovery
    
    >> GenieData.HpPotionPercent
    
    >> GenieData.MpRecovery
    
    >> GenieData.MpPotionPercent
    
    >> GenieData.PetPotionRecovery
    
    >> GenieData.PetPotionPercent
    
    >> GenieData.AutomaticSkillParty;
    
    
    
    
    
    for (int i = 0; i < 12; i++)
    
    pkt >> GenieData.PartyNumber;
    
    
    
    
    
    for (int i = 0; i < 9; i++)
    
    {
    
    pkt >> GenieData.Options;
    
    
    
    if (i == 0) pkt >> GenieData.ReturnHPTownPercent;
    
    if (i == 1) pkt >> GenieData.ReturnMPTownPercent;
    
    }
    
    }[/REPLYANDTHANKS]
  • Bugün, 13:29:55
    #2
    Yönetici
    Belirtilmemiş
    • Kayıt
      Ekim 2026
    • Mesajlar
      2
    • Beğeniler
      0
    • Durum
      Çevrimdışı
    miketyson adlı üyeden alıntı:mesajı görüntüle

    Herkese Merhaba Knight Online Genei Sistem kaynak kodlarını paylaşıyorum

    struct _GENIE_DATA
    
    
    
    {
    
    uint16 SkillCount;
    
    uint32 SkillData[23];
    
    
    
    bool AttackMode; // Attack Mode
    
    bool RecoveryMode; // Recovery Mode
    
    
    
    
    
    uint8 SkillRecoveryPercent; // User recovery skill at %%
    
    uint8 AttackRange; // Attack range
    
    uint8 ActivitiesRange; // Range of activities
    
    
    
    
    
    bool HpRecovery; // HP Recovery On/Off
    
    uint8 HpPotionPercent; // at %% consume potion
    
    
    
    
    
    bool MpRecovery; // Mp Recovery On/Off
    
    uint8 MpPotionPercent; // at %% consume potion
    
    
    
    
    
    bool PetPotionRecovery; // Pet Recovery On/Off
    
    uint8 PetPotionPercent; // at %% consume potion
    
    
    
    
    
    bool AutomaticSkillParty; // Set the automatic use of 2nd skill
    
    
    
    bool PartyNumber[12]; // Party Number
    
    
    
    
    
    /*
    
    1 - Return to town when Item is lower then % HP Recovery
    
    2 - Return to town when Item is lower then % MP Recovery
    
    3 - When there's not enough arrows you will be returned to town (only for Rogues)
    
    4 - When the party breaks up you will be returned to town
    
    5 - When you are the only survivor of the party, you'll be moved to town
    
    6 - When the weapon durability is 0 you'll be moved to town
    
    7 - With the magic hammer, you will be able to repair weapons with the durability of 100
    
    8 - When Knight Genie point is 1, automatically use the Genie Spirit (When Genie Spirit is present)
    
    9 - Automatically feed when Familiar's hunger level is 5
    
    */
    
    bool Options[9];
    
    
    
    
    
    uint8 ReturnHPTownPercent; // Return to town when Item is lower then % HP Recovery
    
    uint8 ReturnMPTownPercent; // Return to town when Item is lower then % MP Recovery
    
    
    
    
    
    _GENIE_DATA()
    
    {
    
    for (int i = 0; i < 23; i++)
    
    SkillData = 0;
    
    
    
    
    
    SkillCount = 0;
    
    AttackMode = false;
    
    RecoveryMode = false;
    
    SkillRecoveryPercent = 0;
    
    AttackRange = 0;
    
    ActivitiesRange = 0;
    
    HpRecovery = false;
    
    HpPotionPercent = 0;
    
    MpRecovery = false;
    
    MpPotionPercent = 0;
    
    PetPotionRecovery = false;
    
    PetPotionPercent = 0;
    
    AutomaticSkillParty = false;
    
    
    
    
    
    for (int i = 0; i < 12; i++)
    
    PartyNumber = false;
    
    
    
    
    
    for (int i = 0; i < 9; i++)
    
    Options = false;
    
    
    
    
    
    ReturnHPTownPercent = 0;
    
    ReturnMPTownPercent = 0;
    
    }
    
    };
    
    
    
    
    
    void CUser::LoadGenieData()
    
    {
    
    Packet result(WIZ_GENIE, uint8(1));
    
    result << uint8(2);
    
    
    
    
    
    result << GenieData.SkillCount;
    
    for (int i = 0; i < GenieData.SkillCount; i++)
    
    result << GenieData.SkillData;
    
    
    
    
    
    result << uint16(35); // Sabit
    
    
    
    
    
    result << GenieData.AttackMode
    
    << GenieData.RecoveryMode
    
    << GenieData.SkillRecoveryPercent
    
    << GenieData.AttackRange
    
    << GenieData.ActivitiesRange
    
    << GenieData.HpRecovery
    
    << GenieData.HpPotionPercent
    
    << GenieData.MpRecovery
    
    << GenieData.MpPotionPercent
    
    << GenieData.PetPotionRecovery
    
    << GenieData.PetPotionPercent
    
    << GenieData.AutomaticSkillParty;
    
    
    
    
    
    for (int i = 0; i < 12; i++)
    
    result << GenieData.PartyNumber;
    
    
    
    
    
    for (int i = 0; i < 9; i++)
    
    {
    
    result << GenieData.Options;
    
    
    
    if (i == 0) result << GenieData.ReturnHPTownPercent;
    
    if (i == 1) result << GenieData.ReturnMPTownPercent;
    
    }
    
    
    
    Send(&result);
    
    
    
    
    
    /*
    
    result << uint16(3) // Count
    
    << uint8(0x1D)
    
    << uint8(0x8C)
    
    << uint8(0x81)
    
    << uint8(0)
    
    << uint8(0x5D)
    
    << uint8(0xCE)
    
    << uint8(0x90)
    
    << uint8(0)
    
    << uint8(0xA2)
    
    << uint8(0x10)
    
    << uint8(0xA0)
    
    << uint8(0)
    
    << uint16(0x23) // Count alt taraf için toplam byte adeti
    
    << uint8(0) // Attack Mode
    
    << uint8(0) // Recovery Mode
    
    << uint8(0x1E) // User recovery skill at %%
    
    << uint8(0x46) // Attack range
    
    << uint8(0x32) // Range of activities
    
    << uint8(0) // HP Recovery On/Off
    
    << uint8(60) // at %% consume potion
    
    << uint8(0) // Mp Recovery On/Off
    
    << uint8(61) // at %% consume potion
    
    << uint8(0) // Pet Recovery On/Off
    
    << uint8(62) // at %% consume potion
    
    << uint8(1) // Set the automatic use of 2nd skill
    
    << uint8(1) // Party Number 1
    
    << uint8(1) // Party Number 2
    
    << uint8(1) // Party Number 3
    
    << uint8(1) // Party Number 4
    
    << uint8(1) // Party Number 5
    
    << uint8(1) // Party Number 6
    
    << uint8(1) // Party Number 7
    
    << uint8(1) // Party Number 8
    
    << uint8(1) // Party Number 9
    
    << uint8(1) // Party Number 10
    
    << uint8(1) // Party Number 11
    
    << uint8(1) // Party Number 12
    
    << uint8(1) // Return to town when Item is lower then % HP Recovery
    
    << uint8(0x0A) // Üsttekinin değeri
    
    << uint8(1) // Return to town when Item is lower then % MP Recovery
    
    << uint8(0x10) // Üsttekinin değeri
    
    << uint8(1) // When there's not enough arrows you will be returned to town (only for Rogues)
    
    << uint8(1) // When the party breaks up you will be returned to town
    
    << uint8(1) // When you are the only survivor of the party, you'll be moved to town
    
    << uint8(1) // When the weapon durability is 0 you'll be moved to town
    
    << uint8(1) // With the magic hammer, you will be able to repair weapons with the durability of 100
    
    << uint8(1) // When Knight Genie point is 1, automatically use the Genie Spirit (When Genie Spirit is present)
    
    << uint8(1); // Automatically feed when Familiar's hunger level is 5
    
    */
    
    }
    
    
    
    void CUser::SaveGenieData(Packet & pkt)
    
    {
    
    pkt >> GenieData.SkillCount;
    
    
    
    for (int i = 0; i < GenieData.SkillCount; i++)
    
    pkt >> GenieData.SkillData;
    
    
    
    
    
    uint16 TotalCount = 0;
    
    pkt >> TotalCount;
    
    
    
    
    
    pkt >> GenieData.AttackMode
    
    >> GenieData.RecoveryMode
    
    >> GenieData.SkillRecoveryPercent
    
    >> GenieData.AttackRange
    
    >> GenieData.ActivitiesRange
    
    >> GenieData.HpRecovery
    
    >> GenieData.HpPotionPercent
    
    >> GenieData.MpRecovery
    
    >> GenieData.MpPotionPercent
    
    >> GenieData.PetPotionRecovery
    
    >> GenieData.PetPotionPercent
    
    >> GenieData.AutomaticSkillParty;
    
    
    
    
    
    for (int i = 0; i < 12; i++)
    
    pkt >> GenieData.PartyNumber;
    
    
    
    
    
    for (int i = 0; i < 9; i++)
    
    {
    
    pkt >> GenieData.Options;
    
    
    
    if (i == 0) pkt >> GenieData.ReturnHPTownPercent;
    
    if (i == 1) pkt >> GenieData.ReturnMPTownPercent;
    
    }
    
    }[/REPLYANDTHANKS]
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